Texture Moppers

Frank Manzano.

Lunatikin

 

 

 

 

 

 

 

 

 

 

 

 

Exhibition Information


Date: Apr 30, 1:00 PM ET

Artworks: 29

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This project represents a deviation from Frank Manzano's usual workflow and choice of footage. "Texture Moppers" shows a transition from utilizing various found imagery and footage to exclusively using footage captured on his phone on the same day he began production of the piece. He sought out mundane open spaces and moved the camera without focusing on any specific subject, letting the camera movement follow his path, which resulted in short clips ranging from 20 to 50 seconds.
These clips were subsequently divided into 3-second segments and processed. The prompts were straightforward and reflected the ideas he had while capturing the footage. With each extension of the clip, he introduced additional ideas and directives.
Manzano opted for this type of footage to achieve an aesthetic reminiscent of a first-person perspective, incorporating both close-ups and wide-angle views. His goal was to evoke an augmented reality experience, aiming for movement and visuals akin to a 64-bit game, with occasional movements mimicking a character navigating a glitched map. Another intention was to create a sense of POV while evoking feelings of being overwhelmed, claustrophobic, and the struggle for balance in a world that looked familiar but eerily different.
Another aspect of these pieces was his decision to keep the resolution at 1080x1080 but upscale the frames per second to 50 and then slightly over-sharpen the image after processing. This step added a mechanical movement to the subjects and also made certain artifacts blend into scenes as if they belonged there.
Manzano chose to examine augmented reality as an aesthetic because culturally, society has become increasingly voyeuristic. Algorithms have curated our digital experience, and our social media feeds have become faster and shorter, ranging from glimpses into strangers’ everyday lives to scenes of chaos, accidents, unqualified people pitching ways of thinking, and snake oil salesmen of all sorts. Society is spending more time indoors, experiencing another dimension of life vicariously through screens. Manzano doesn't see this as inherently good or bad; rather, he views it as preparation for a different way of life, the specifics of which remain uncertain. However, we are gradually approaching a future where wearing AR headsets constantly could be as common as carrying a phone is today. In a decade, it may be the norm. But what implications does this hold for our perception of reality? Constantly having a heads-up display presenting information or being able to visually manipulate our surroundings for our personal viewing—does this blur the lines or become a new type of reality? For a while, we've regarded our perception of the physical world and its events as reality, distinct from the intangible digital world. However, this demarcation is no longer so clear-cut. For those born into a world where this distinction was clearly defined, this shift may seem like a daunting, ambiguous leap. But for future generations, it will simply be the reality they must navigate with the same sincerity and problem-solving skills we apply in our present understanding of reality.
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